Nicholas Maxson-Francombe, transitioning from stage concept art to video game design, embraced his first project as art director on Sandfall Interactive's Clair Obscur: Expedition 33. He faced challenges in level asset placement but found immense creative freedom in his new role. His commitment to creating distinctive environments led to the innovative 'Flying Waters' level, designed to feel underwater despite being in open air. This artistic choice highlights the team's focus on unique aesthetics while avoiding the complications of traditional underwater gameplay.
The team aimed to create unique levels in Clair Obscur, utilizing aesthetics rather than gameplay mechanics, creating dream-like environments like the air-based underwater level.
Nicholas Maxson-Francombe, in his first game role, embraced creative freedom, designing immersive environments that challenge traditional landscapes, such as flying waters that mimic underwater experiences.
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